Brotato DBBrotato 1.1.15.4 · read from the game files · unofficial

Simulated: every Danger level and endless, up to 400 runs per build

Doctor builds

In 400 simulated runs per weapon on Danger 5 (Brotato 1.1.15.4), Doctor wins most often starting with Medical Gun (19% of runs), Scissors (10% of runs). The winning Medical Gun runs bought Sharp Bullet, Feather, Alien Worm, Plant and Mushroom most often.

This section as JSON: /raw/builds.json

Quick answers (2)
What is the best build for Doctor in Brotato?
In the site's simulation, starting with Medical Gun: it won 75 of 400 runs on Danger 5; the winners bought Sharp Bullet, Feather, Alien Worm, Plant and Mushroom most.
What weapon should Doctor use?
Medical Gun (19% wins), Scissors (10% wins).

Doctor — what the builds are made from

  • +200 % Attack Speed with Medical weapons
  • +5 HP Regeneration
  • +5 Harvesting
  • HP Regeneration modifications are increased by 100%
  • -100 % Attack Speed
  • Armor modifications are reduced by 50%

Build 1: Medical Gun · Ranged Damage

Build 2: Scissors · Melee Damage

Endless mode

The three best Danger 5 builds, 200 endless runs each: the wave each run died on (runs stop at 100).

Start withAverageMedianTop 10%BestLongest runs bought
Medical Gun21.3192935
Scissors20.6192526
How the simulation works
  • Every Danger level and endless mode, Crash Zone; each starting weapon gets a first pass and the best ones many more runs. The game's waves (enemy groups, sizes, repeats and wave lengths from its wave files, the boss at wave 20, two on Danger 5), enemy HP and damage by wave and Danger.
  • Every material dropped is picked up; it is also XP. Harvesting pays at the end of each wave and grows 5% a wave. Crates drop at the enemies' own rates (more with Luck) and give an item of the wave's tier.
  • Shop: 4 slots a wave, each a weapon 35% of the time (a copy of one you hold 20%, one of the same class 35%), tier by the game's odds for the wave and Luck, prices by the game's formula; up to 3 rerolls. Two copies of a weapon combine into the next tier. Level-ups offer 4 upgrades of the game's tiers for that level.
  • Purchases and level-ups are chosen greedily: whatever raises damage-to-clear and survival most per material. Damage: every weapon's DPS by the game's formulas plus pierce, bounce, burning, explosions, lightning and other on-hit projectiles, turrets, landmines and pets; 60% of the wave spent hitting; melee hits 1.5 enemies, explosions 3.
  • Survival: 1% of a wave's enemies land a hit when the wave is cleared in time, more the longer they live; damage reduced by armor and dodge (the game's formulas), healed by HP regeneration and life steal. A run ends when a wave's hits exceed what the character can take. That share is the one tuned number: it was set so that the strongest builds win most Danger 5 runs, the weakest few.
  • Endless: after wave 20 the game repeats waves 11–20 at 60 s each and adds int(wave ÷ 10 × 2) groups of its endless enemies; enemy HP grows by the endless factor × 2.25 and damage by the endless factor (RunData.get_endless_factor), prices and rerolls too, and harvesting shrinks 20% a wave. Runs stop at wave 100.
  • Not modelled: dodging by moving, knockback, elites and hordes, curses, item effects that trigger on conditions (on dodge, on pickup, below HP…), consumables' healing, recycling and locking.
Damage model by weapon class (no run, one stat line)

Build 1: Medical · Ranged Damage

6× Medical GunTier IV · 98 damage every 0.2s on the build's stats · 554 DPS each

3,322 DPS from 6 weapons

Medical set bonus with 6 weapons

  • +5 HP Regeneration

Stat line it is judged on

  • 40 Ranged Damage
  • 40 % Damage
  • -60 % Attack Speed
  • 10 % Crit Chance
  • 5 HP Regeneration
  • 5 Harvesting

Build 2: Precise · Melee Damage

6× ScissorsTier IV · 73 damage every 0.34s on the build's stats · 315 DPS each

1,888 DPS from 6 weapons

Precise set bonus with 6 weapons

  • +15 % Crit Chance

Stat line it is judged on

  • 40 Melee Damage
  • 40 % Damage
  • -60 % Attack Speed
  • 10 % Crit Chance
  • 5 HP Regeneration
  • 5 Harvesting

Best co-op partners

Two-player runs with each character's best solo weapon, simulated on Nightmare and Danger 5.

All co-op combos and how co-op scales

Player builds

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Make a Doctor buildAll Doctor player builds

How the damage model works
  • Stat line of a late run: 40 in the build's damage stat, 40 % Damage, 40 % Attack Speed and 10 % Crit Chance, each times the character's own gain modifier (×1.25 for +25%, none for −100%), plus the character's flat stats. A stat the character converts into damage ("+2 Melee Damage for every 1 Armor") also gets 40.
  • The main weapon is one the character can start with — the one you pick at the start, buy copies of and combine up. Weapons that first appear at Tier III or IV (Minigun, the Legendary class…) are never starting weapons, so they are only alternatives. Judged at Tier IV (or the highest tier the character may hold), with the character's bonuses for that class or type. DPS as on the weapon pages: damage × projectiles × average crit ÷ cooldown; weapon effects, set bonuses, pierce and bounce not counted.
  • Engineering builds deal most of their damage through structures, which the DPS leaves out: their structure items are listed apart.
  • Items ranked by their plain stat changes per 100 materials of base price, weighted: the damage stat, % Damage and Attack Speed 1; % Crit Chance 0.5, Max HP 0.5, Armor 0.5, HP Regeneration 0.4, % Dodge 0.3, % Life Steal 0.3, % Speed 0.2, Luck 0.2, Harvesting 0.2; other damage stats 0. Each weight times the character's gain modifier; penalties count against the item. Items the character is never offered are left out.
  • Each build is one weapon class the character starts with or is boosted for; the three with the most DPS, each with a different main weapon.